public void Capture(Faction f) { f.Silver += SilverCaptureBonus; if (m_State.Owner == f) { return; } if (m_State.Owner == null) // going from unowned to owned { LastIncome = DateTime.Now; } else if (f == null) // going from owned to unowned { LastIncome = DateTime.MinValue; } // otherwise changing hands, income timer doesn't change m_State.Owner = f; Sheriff = null; Finance = null; TownMonolith monolith = this.Monolith; if (monolith != null) { monolith.Faction = f; } VendorListCollection vendorLists = VendorLists; for (int i = 0; i < vendorLists.Count; ++i) { VendorList vendorList = vendorLists[i]; FactionVendorCollection vendors = vendorList.Vendors; for (int j = vendors.Count - 1; j >= 0; --j) { vendors[j].Delete(); } } GuardListCollection guardLists = GuardLists; for (int i = 0; i < guardLists.Count; ++i) { GuardList guardList = guardLists[i]; FactionGuardCollection guards = guardList.Guards; for (int j = guards.Count - 1; j >= 0; --j) { guards[j].Delete(); } } ConstructGuardLists(); }
public VendorList(VendorDefinition definition) { m_Definition = definition; m_Vendors = new FactionVendorCollection(); }
/// <summary> /// Default constructor for enumerator. /// </summary> /// <param name="collection">Instance of the collection to enumerate.</param> internal FactionVendorCollectionEnumerator(FactionVendorCollection collection) { _index = -1; _collection = collection; }
public VendorList( VendorDefinition definition ) { m_Definition = definition; m_Vendors = new FactionVendorCollection(); }